Introduction to the Render Graph in Unity 6

Поділитися
Вставка
  • Опубліковано 26 лис 2024

КОМЕНТАРІ • 77

  • @piotrek7633
    @piotrek7633 22 дні тому +56

    Literally this is what was lacking in unity 6 a proper explanation

  • @thomasbrown7912
    @thomasbrown7912 22 дні тому +25

    Unity is back! Man trying to create a Scriptable Render Feature before 6 was absolutely painful due to the lack of standardization and documentation. Really amazing to see all these tutorials coming out from Unity!

  • @DanielKierkegaardAndersen
    @DanielKierkegaardAndersen 22 дні тому +26

    Omg yaaaasss, a Unity Tutorial with Code on Render Graph, this is Amazing!!

  • @davidblissett5315
    @davidblissett5315 21 день тому +8

    More!!! Quality Tutorial with Graphics and Solid Walkthrough. Love Render Graph. Perfect!!! Go Unity Team!!!

  • @hellfim
    @hellfim 16 днів тому +1

    God, I love tutorials from this guy! Always on-point, no shady technics, and everything is brilliantly explained!

  • @krox477
    @krox477 9 днів тому +1

    Unity you made a comeback like a king

  • @xdxd-dn8jm
    @xdxd-dn8jm 22 дні тому +8

    Unity is back 🎉

  • @Yoraiz0r
    @Yoraiz0r 22 дні тому +9

    This is great! I would love to see a followup with submitting render requests from other cameras, from within a pass, in Render Graph!

  • @uni-mal4433
    @uni-mal4433 22 дні тому +4

    Great video! And thanks for new e-book about URP.

  • @Gasimo
    @Gasimo 22 дні тому +6

    Very nice tutorial! We need more resources on those new systems

  • @spikebor
    @spikebor 21 день тому +2

    Amazing so easy to code new Fullscreen effect with this. Thanks!

  • @rareiridium77
    @rareiridium77 22 дні тому +11

    I love you Unity ❤

  • @not_even_toxic
    @not_even_toxic 22 дні тому +8

    Great tutorial. Perfect voice acting and demonstration. Before switching the director of unity, we could see very poor tutorials and small amount of them

  • @비오네
    @비오네 18 днів тому +2

    I'm waiting for this!

  • @EpicGamer63637
    @EpicGamer63637 22 дні тому +8

    Please do more of these

  • @GameDevBox
    @GameDevBox 22 дні тому +9

    Thank you! This was very informative!

  • @galaxysgreatestchannel
    @galaxysgreatestchannel 22 дні тому +10

    OOOOOH this is sooo cool!

  • @AlvarPernroth
    @AlvarPernroth День тому

    Thanks, It helps while updating to Render Graph!

  • @eeeeee-n5m
    @eeeeee-n5m 22 дні тому +9

    good job unity

  • @HahdJdjdj
    @HahdJdjdj 22 дні тому +10

    Impressive

  • @kapoc9783
    @kapoc9783 22 дні тому +5

    I rly need this, thx

  • @nibiruimagineering
    @nibiruimagineering 22 дні тому +5

    Boss! Thanks.

  • @justlama0
    @justlama0 22 дні тому +3

    where we can dowload sample scene (0:15) from this tutorial? thank you!

  • @tatoforever
    @tatoforever 13 днів тому +1

    Everything looks good. However, how in the world Shader Graph doesn't have a built-in Luminance node? 👀

  • @BanJajw
    @BanJajw 22 дні тому +7

    👍👍

  • @ELEC7RO
    @ELEC7RO 17 днів тому +1

    This is peak!

  • @adamz8314
    @adamz8314 22 дні тому +4

    amazing

  • @PRodi_
    @PRodi_ 22 дні тому +2

    How can we make this compatible with VR? Currently, everything is visible only in the left eye, while the right eye remains black. Additionally, all visible elements are distorted during head movement.

  • @alejmc
    @alejmc 19 днів тому

    Really nice! Thanks for these resources, great introduction to get in the trenches.
    Had a question, the SSAO pass seems to have many draws, at least BiRP had a whole chain of mip maps and whatnot to get a nice and wide SSAO outcome; however, the RenderGraph only shows one Blit SSAO? That sounds like it would be the final mixing pass?

  • @HaieKaksid
    @HaieKaksid 19 днів тому +2

  • @bradleysmith9924
    @bradleysmith9924 День тому

    Amazing.

  • @kaasronald3623
    @kaasronald3623 18 днів тому

    Fantastic. more of these please. I'm trying to render a layermask without creating a second camera. this was possible before render graph with render features, and it probably is now, but i have no idea how to do it with the new functions. so i am stuck in compatibility mode.

  • @KandyMan90
    @KandyMan90 18 днів тому

    Any chance we can get an additional injection point for on after drawing ui toolkit/ugui overlay? It’s really frustrating trying to do a full screen effect and having the ui draw on top of it

  • @stormsnow315
    @stormsnow315 19 днів тому

    Why can't i find the link of example project ?

  • @ShrikeGFX
    @ShrikeGFX 22 дні тому

    I hope its possible to use the SSAO pass in shader graph, that would open up a lot

  • @soggyinkgames2403
    @soggyinkgames2403 14 днів тому

    Is there a code base somewhere or a github account?

  • @AnAngelineer
    @AnAngelineer 21 день тому

    If I wanted the dithering effect to only occur on parts of my display, I presume I would have to use several cameras and then combine their outputs, right?
    I don't see anything in the graph about layers, so I assume tehy can not be treated differently from there. ...Or can they?

  • @alaslipknot
    @alaslipknot 22 дні тому +1

    Can anyone briefly explain why/how is this different than the classic post-processing effects ?
    Is it "just" because the classic post-processing usually only work after all the passes are finished, so first of all there are certain limitation, but also you are forced to work with more pixels that you necessarly needs.
    while in this approach you just use the data that you need for your effect.
    Is this it ?
    (this question is not asked in a pejorative way)

    • @DreadKyller
      @DreadKyller 22 дні тому +3

      It's more than just only needing the data you want, this is used for more than post-processing. It allows you to more easily customize the render pipeline to add custom render features in more locations. Sometimes you may wish to alter the data that gets sent to a later part of the rendering, you can't do that in post-processing because those steps have already been performed. The entire render pipeline is setup using render graph, it's simply a way to order the steps to perform when rendering, and allow functionality that's unused to be baked out and optimized. The example given in this video isn't particularly special in that it can be done several ways, but render graph is far more powerful than simply image effects.

  • @lorenzo501
    @lorenzo501 8 днів тому

    but can you keep the original colors?

  • @thiago-ui9md
    @thiago-ui9md 18 днів тому

    Dragon age 4 with purple color is similar to a game made with Unreal Engine, Dragon Age 4 with dark mod is similar to a game made with Unity Engine, I like dark colors.

  • @LousyBook01
    @LousyBook01 22 дні тому +4

    epic

  • @puretrack06
    @puretrack06 22 дні тому

    How does the render pass work with entities?

  • @qwolf1999
    @qwolf1999 21 день тому

    Where is the link to the sample?

  • @SHINOBIDARIUS-wy1sf
    @SHINOBIDARIUS-wy1sf 13 днів тому

    Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created.
    Does anyone else have this problem?

  • @legiran9564
    @legiran9564 22 дні тому

    Can you do 3D but then give it the 16 bit 2D bitmap look and maintain that look while either zooming in or out? The closest that came to that look is Octopath Traveler but it still used 2D sprites.

    • @eduardooriz2715
      @eduardooriz2715 21 день тому +2

      I think there are many ways to achieve that with Unity. You either use quads in a 3D lit scene (URP) and position them in 3D coordinates. or 2D sprites in a scene lit with URP 2D renderer, and 3D objects that use Sorting groups to be sorted among 2D sprites

  • @marcoseliasmep
    @marcoseliasmep 22 дні тому

    The editor on Linux keeps crashing here :( Is it just for me? haha
    Everytime I switch to Vulkan it becomes very unstable. Unfortunately Vulkan is needed for certain features of URP (GPU Resident Drawer).

    • @HomeMech
      @HomeMech 22 дні тому +1

      Definitely file a bug report--Vulkan is stable for me on Windows, but I had issues with DX12 and the team was very responsive.

  • @puretrack06
    @puretrack06 22 дні тому

    So can we make it so the rendergraph only effects certain objects within a volume ?

    • @bonzero
      @bonzero 22 дні тому +1

      maybe through rendering layers?

  • @meida_oficial
    @meida_oficial 21 день тому +3

    I love your voice ❤

  • @zAudio951
    @zAudio951 21 день тому +2

    BUT ACEROLA

  • @Cybored.
    @Cybored. 22 дні тому

    Is this basically a custom Full Screen Pass Renderer Feature or is it different?

    • @ahslanabanana
      @ahslanabanana 22 дні тому

      it's more that that, it represents all rendering passes (built in ones, custom ones) in a single graph with resource lifetime tracking

    • @Cybored.
      @Cybored. 22 дні тому

      @@ahslanabanana I got the part about the use of the graph, but i was curious if the demo was to create the fullscreen render feature but from scratch!

  • @shinkouhai919
    @shinkouhai919 10 днів тому

    Well, seems I'm not ready yet for this. I'm gonna be back later....

  • @bigspecgames6050
    @bigspecgames6050 21 день тому

    Why apply it to a volume if it's full screen?

    • @eduardooriz2715
      @eduardooriz2715 21 день тому +1

      volumes are needed for post-procesing, and the local volume is an example of how to trigger it on/off during gameplay

    • @bigspecgames6050
      @bigspecgames6050 21 день тому

      @@eduardooriz2715 I thought when he was applying it to a sphere, you would just see the effect inside the sphere. I know you can do this with render features and objects. I thought he was showing that here. No worries.

    • @eduardooriz2715
      @eduardooriz2715 21 день тому +1

      @@bigspecgames6050 ah I can understand why, but nope. the sphere is just a collider to trigger the pass on/off

  • @AutodeskFTW
    @AutodeskFTW 21 день тому

    Couldn’t make Unity compatible with Windows 8.1😢
    I hate upgrading windows 😢😢 yes I’m usually 6 to 10 years behind the times.

  • @thiago-ui9md
    @thiago-ui9md 18 днів тому

    Dragon Age 4 = Xbox 360, Dragon Age 4 + Vktrfly's Dark Fantasy Look-Up Table (LUT) mod = PS3, I liked the PS3's graphics better than the X360's graphics because the PS3 had darker colors. I want The Elder Scrolls 6 with dark colors, I like the Unity Engine because its games have dark colors, the Unreal Engine has very colorful graphics, these graphics don't please me.

  • @eduardooriz2715
    @eduardooriz2715 27 днів тому +3

    First 😊

  • @MiguelAngelValdepenaDelgado
    @MiguelAngelValdepenaDelgado 14 днів тому

    okay

  • @swekenchu
    @swekenchu 19 днів тому +2

    This setup seems way too complicated for what it's doing. 99% of all screenspace effects simply just need a material and some variables. It really does seem superfluous having to do all this boilerplate to run your own custom full screen shaders.
    Unity used to be about simplicity. This is not it.

    • @eduardooriz2715
      @eduardooriz2715 18 днів тому

      It's a workflow that can be used for simple use cases like the one in the video, simple for educational purposes, but also very very specific and complex ones... so it has to be system that contemplates all the possibilities. Full screen effects can still be accomplished in simpler ways.

    • @swekenchu
      @swekenchu 18 днів тому +2

      @@eduardooriz2715 would be great if this simpler method was demonstrated in another tutorial then. Blitting with material covers so many use cases. In Unreal you'd simply just add a post process material to a volume and you're done. No need to write any code.

  • @daftcruz
    @daftcruz 22 дні тому +1

    Unity 6 >>> UE5

  • @cyuxi
    @cyuxi 6 днів тому

    The word "Graph" is just pointless and misleading. The current graph literally is just a pipleline GUI for you to look at, but you cannot add or edit any features on it. You will need to go through boilerplate codes in order to get few things done. Why call it boilerplate, because in every step you have to stick to the rule and templates behind it, otherwise you will be getting tons of error out of nowhere. I think Unity need to focus on the purpose and practical usage of such modules. For now I just find it very confusing.

  • @Денис-ж3ф5р
    @Денис-ж3ф5р 22 дні тому +1

    Unity ???? Never again ❤❤❤

    • @kryob1
      @kryob1 22 дні тому +10

      Evil Ricitiello times are over dude

    • @Kevinaya
      @Kevinaya 22 дні тому +12

      Why do y'all watch unity videos just to hate bro. If u hate unity move on

    • @xvil9x932
      @xvil9x932 22 дні тому +2

      cry

    • @ZAYMANGAMESTUDIO
      @ZAYMANGAMESTUDIO 22 дні тому +3

      @@KevinayaExactly!